unreal.InterchangeGenericCommonSkeletalMeshesAndAnimationsProperties

class unreal.InterchangeGenericCommonSkeletalMeshesAndAnimationsProperties(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: InterchangePipelineBase

Interchange Generic Common Skeletal Meshes and Animations Properties

C++ Source:

  • Plugin: Interchange

  • Module: InterchangePipelines

  • File: InterchangeGenericAssetsPipelineSharedSettings.h

Editor Properties: (see get_editor_property/set_editor_property)

  • import_meshes_in_bone_hierarchy (bool): [Read-Write] Import Meshes in Bone Hierarchy: If checked, meshes nested in bone hierarchies will be imported instead of being converted to bones.

  • import_only_animations (bool): [Read-Write] Import Only Animations: Enable this option to only import animation, a valid skeleton must be set to import only the animations.

  • skeleton (Skeleton): [Read-Write] Skeleton: Skeleton to use for imported asset. When importing a skeletal mesh, leaving this as “None” will create a new skeleton. When importing an animation this MUST be specified to import the asset.

  • use_t0_as_ref_pose (bool): [Read-Write] Use T0As Ref Pose: Enable this option to use frame 0 as reference pose

property import_meshes_in_bone_hierarchy: bool

[Read-Write] Import Meshes in Bone Hierarchy: If checked, meshes nested in bone hierarchies will be imported instead of being converted to bones.

Type:

(bool)

property import_only_animations: bool

[Read-Write] Import Only Animations: Enable this option to only import animation, a valid skeleton must be set to import only the animations.

Type:

(bool)

property skeleton: Skeleton

[Read-Write] Skeleton: Skeleton to use for imported asset. When importing a skeletal mesh, leaving this as “None” will create a new skeleton. When importing an animation this MUST be specified to import the asset.

Type:

(Skeleton)

property use_t0_as_ref_pose: bool

[Read-Write] Use T0As Ref Pose: Enable this option to use frame 0 as reference pose

Type:

(bool)